thor2006 said:
1) What does combat formation do for the Arch Militant outside changing the initiative from Ag to Int?
It allows every member of the party to use the Intelligence Bonus of the Character with Combat Formation in lieu of their own Agility.
2) What does Frenzy do?I've read the description and it is not clear.
Basically you drive yourself into a frothing, mind-warping bloodlust. So you gain the +10 bonus listed to WS, Strength, Toughness and Willpower, but a -20 to BS and Intelligence to reflect the lack of thinking about what you're doing. Most pertinently, every action you must either use the All Out Attack action in melee combat, or else charge towards the nearest enemy. So no more planning, just kill, kill, KILL!
3) If I have a talent or skill that i didn't buy at a previous rank can the player buy that talent or skill?
As in, if you're Rank 3 character never bought Medicae, could you buy it even though it's a Rank 1 skill rather then Rank 3? Absolutely. You have access to all of your advances from every rank that you have gone through, which includes any Alternate ranks you may have taken.
4) Combat Master is a good skill to take for the Arch Militant?
Yes. Look at what just happened, had we not been so awesome and the Orks made it up close, you would have been out numbered 4 or 5 to one, and the Orks would get I believe a +20 to WS. Combat Master prevents opponents from gaining that bonus, which might save your life.
5) What is the penalty to using guns that you don't have training,especially f lame weapons?
You take a -20 on all attack rolls using a weapon you do not have training for. However, since Flame weapons don't have an Attack roll, the target gains a +20 to his Agility test to avoid being struck (but not to the Agility test to avoid catching fire if he is struck!).
6) Do Dual Shot and Gunslinger is worth it if I don't plan to use dual weapons in combat?What is worth it in your opinion?
Well since they only negate penalties that come from dual wielding, I don't see why you would bother getting the Talents if you had no use for it.
Errant said:
1) I think you mean Good Cortex Implant, which grants Unnatural Intelligence.
2) Yep. A noteworthy exception to the list of 'Can't' is Dodge.
5) Unless you can bring up a page reference for that rule you are mistaken. I just looked through the Exotic sections (Ranged and Melee and the Talent description) and nowhere does it say that it is treated differently then any other weapon when used untrained. The only difference lies in the need to purchase a Talent for each Exotic weapon separately. So I repeat, the penalty for using any weapon untrained is -20, with the exception of Flame weapons as listed above by both posts.
BangBangTequila said:
thor2006 said:
What does combat formation do for the Arch Militant outside changing the initiative from Ag to Int?
What does Frenzy do?I've read the description and it is not clear.
If I have a talent or skill that i didn't buy at a previous rank can the player buy that talent or skill?
Combat Master is a good skill to take for the Arch Militant?
What is the penalty to using guns that you don't have training,especially f lame weapons?
Do Dual Shot and Gunslinger is worth it if I don't plan to use dual weapons in combat?What is worth it in your opinion?
1) What does combat formation do for the Arch Militant outside changing the initiative from Ag to Int?
It allows every member of the party to use the Intelligence Bonus of the Character with Combat Formation in lieu of their own Agility.
2) What does Frenzy do?I've read the description and it is not clear.
Basically you drive yourself into a frothing, mind-warping bloodlust. So you gain the +10 bonus listed to WS, Strength, Toughness and Willpower, but a -20 to BS and Intelligence to reflect the lack of thinking about what you're doing. Most pertinently, every action you must either use the All Out Attack action in melee combat, or else charge towards the nearest enemy. So no more planning, just kill, kill, KILL!
3) If I have a talent or skill that i didn't buy at a previous rank can the player buy that talent or skill?
As in, if you're Rank 3 character never bought Medicae, could you buy it even though it's a Rank 1 skill rather then Rank 3? Absolutely. You have access to all of your advances from every rank that you have gone through, which includes any Alternate ranks you may have taken.
4) Combat Master is a good skill to take for the Arch Militant?
Yes. Look at what just happened, had we not been so awesome and the Orks made it up close, you would have been out numbered 4 or 5 to one, and the Orks would get I believe a +20 to WS. Combat Master prevents opponents from gaining that bonus, which might save your life.
5) What is the penalty to using guns that you don't have training,especially f lame weapons?
You take a -20 on all attack rolls using a weapon you do not have training for. However, since Flame weapons don't have an Attack roll, the target gains a +20 to his Agility test to avoid being struck (but not to the Agility test to avoid catching fire if he is struck!).
6) Do Dual Shot and Gunslinger is worth it if I don't plan to use dual weapons in combat?What is worth it in your opinion?
Well since they only negate penalties that come from dual wielding, I don't see why you would bother getting the Talents if you had no use for it.
1. It is a good skill to boost the party. The fact is the archmilitant has the Ag for initiative is good because Ag starts with a 100 xp skill and Int starts with a 500 xp skill. And I have better characteristics to spent my xp on like Willpower. Probably the Int bonus for the Arch Militant will be lower than the Ag bonus of the Arch Militant and probably not upgraded too much. So I will probably pass.The initiative bonus applies to the Arch Militant also or he can keep his Ag bonus? How easier does is too get a good quality cortex implant?
2. Bassiclly an boost for your S,T and W when outnumbered and already engaged in close combat. Can it be turned on/off during combat?If I got Nerves of Steel(re-rol dice for pinning),Unshackable faith (re-rol dice for fear) from my background package it is still worth it?
3.4. Thanks.
5. Then the flame weapon training is a good thing to have.Most enemies will dodge the flamer anyway so the bonus to the enemy is less important. I will use the flamer after the enemy will have consumed his dodge for the turn.
6. Dual shot gives you for every shot that hit the target 2 hits. It is like giving all the weapon Storm quality indiferent of the rof mode and limit of shots per rof of the weapon. So your correct about not needing it.A pity it works only for double pistols.
7. Between Awareness+10,Acrobatics,Cat Fall,Intimidate +10(take into consideration that I will have S at 80 with power armor at level 2),Common Lore(War)+10 what do you recomend to take?
8. Do the Sound Constitution talent is worth it?
EDIT
I've just found out that Weapon Mastery Heavy add also +2 damage +2 Initiative with the weapon mastery heavy +10 to hit bonus. I was playing without +2 damage +2 initiative all the time.
7. Between Awareness+10,Acrobatics,Cat Fall,Intimidate +10(take into consideration that I will have S at 80 with power armor at level 2),Common Lore(War)+10 what do you recomend to take?
8. Do the Sound Constitution talent is worth it?
7. i'd take awareness +10 or acrobatics. Intimidate will be at 80 already (without modifiers), CL War you already have and you're not the knowledge-heavy character of the group at any rate. Cat Fall imo is hardly ever worth it and i'd get a flip-belt for your character instead to prevent it from falling. Acrobatics i find necessary for any melee character to have trained: it allows to disengage in a half action to better position yourself as well as any athletic feats which are often awesome to give your character a lot more flair. Awareness is imo something any sane person should maximalise asap in order to boost your survival odds. Honestly: it allows you to see what's coming so you won't be caught with your pants down, well anything normal at any rate. Who doesn't love that in the 40k universe?]
8. Depends on your character build. It can be very valuable, but without more specifics i can't really say.
The bonus for Frenzy is not contingent upon anything; You get the benefits period.They cannot be turned off, and last the entirety of the Combat - so no retreat!
In regards to your Dual shot summary, I must disagree. The biggest benefit of the talent is that of the two hits, the enemy only applies Toughness once. So against a target like Orks, that impressive 8 soak only reduces one shot, and the other has some excellent damage potential. Also, you must fire on single shot, so accurate, red dot equipped pistols used in conjunction with a half action Aim is the most efficient use.
1. Combat mastery is a good skill to boost the party. But I have some problems :
2. Then the flame weapon training is a good thing to have.Most enemies will dodge the flamer anyway so the bonus to the enemy is less important. I will use the flamer after the enemy will have consumed his dodge for the turn. In this case it is still worth flame weapon training(universal) to take if I plan to only use the flamer when the enemy has consumed his dodge for the round?
3. I will probably go for Awareness +10 for level 2. I will probably take Acrobatics when I hit level 2.
So frenzy is not so good when it cannot be turned off and I have rerolls for pinning and fear. So great for melee guy. Not so great for a BS one.
Dual shot also requires to use two pistols at the same time. Big minus.
BangBangTequila said:
I had one of my players pester me for days about finding a pair of crossbow pistols, once. Turns out he did it just so every time he used Double Shot he'd pierce the shaft of the first bolt with the second one. Massive fan of Robin Hood, apparently. Odd kid.
For example a player is not an astropath or navigator and has wyrdling mutation. It will give him a phy rating of 2. The character class cannot take phyniscience attribute but wishes to take Soul of Adamantium and Sanctuary(needs a phyniscience focus power test)(into the Storm) for his phyhic powers. Can he take them? At what value should he test his phyniscience?
Depends a bit on your GM. As a GM i'd grant psyniscience as the next mandatory upgrade to the character for 200 xp (so if he has it available he has to take it right away if not he waits till he has the xp and then takes it straight away. Nothing else can be bought till he has it). If not done like that it would be available as an elite advance normally which means the cost is up to the GM.
For the psychic powers: depends on whether or not your GM allows the use of ItS powers. If he does then you should be able to take them without problem.
In regards with combat formation if an Arch Militant with better Ag than Int and does not wish to take any advance for Int (even with good cortex implants) is it worth to take combat formation(switches initiative bonus from Ag to Int)? Bear in mind that Ag starts with 100 xp advance and Int starts with the 500 xp and the Arch Militant wishes to put those xp into willpower. The Ag is 45 and Int is 40. Can you help me if the combat formation is worth it.
If i recall, the general concept is that everyone in the party can roll off your intelligence instead of their agility score.
I'd say yes if you're going to take Best Q Cortex Implants. Though it really depends on the others in your group. With BQ Cortex Implants you'll be giving them the possibility of a +8 to initiative. That's pretty great right there. Though rpg-wise it prolly means you're directing them from the back rather then from the front, dunno if you want that.
Of course, it's 500 xp, so if the rest of your group aren't gonna listen ... it's not worth it. Also, if someone else in the group will be getting combat formation with a higher int bonus to fill that role ... then you shouldn't be getting it. Likewise if all of them'll be taking lightning reflexes with at least an AB of 4. That is: if they'll be taking it relatively soon (before rank 5).
At any rate: the +8 in this case is only for the others in the group, not you. So it's only to support the others.
Badlapje said:
I'd say yes if you're going to take Best Q Cortex Implants. Though it really depends on the others in your group. With BQ Cortex Implants you'll be giving them the possibility of a +8 to initiative. That's pretty great right there. Though rpg-wise it prolly means you're directing them from the back rather then from the front, dunno if you want that.
Of course, it's 500 xp, so if the rest of your group aren't gonna listen ... it's not worth it. Also, if someone else in the group will be getting combat formation with a higher int bonus to fill that role ... then you shouldn't be getting it. Likewise if all of them'll be taking lightning reflexes with at least an AB of 4. That is: if they'll be taking it relatively soon (before rank 5).
At any rate: the +8 in this case is only for the others in the group, not you. So it's only to support the others.
OK.
First it is good cortex implants that gives unnatural inteligence. Second I skimmed the talents list for all the other classes for Rogue Trader and outside the arch militant no one can take combat formation outside an elite advance.
What about Bloodtracker is it worth for the Arch Militant to take it (it adds 100 points to the group points at the end of the adventure)?
I dunno your groups layout, might be another AM ;-) And elite advances are always a possibility.
As for bloodtracker: definitely. 100 extra AP's = 1 PF (if you have them in surplus of what was needed). It's early on that you can get it so very much worth it imo.